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gml_Object_obj_battle_enemy_attack_axis_geno_1_Step_0

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1
if (live_call())
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    return global.live_result;
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var battle_box = 3154;
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var ball_offset = 30;
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switch (attack_tick)
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{
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    case 30:
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        var x_origin = battle_box.x;
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        var y_origin = battle_box.bbox_top - 50;
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        var ball_dir = 270;
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        var i = ball_dir - ball_offset;
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        while (i <= (ball_dir + ball_offset))
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        {
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            var ball = instance_create_depth(x_origin + lengthdir_x(45, i), y_origin + lengthdir_y(45, i), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno);
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            ball.direction = i;
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            ball.alarm[0] = 30;
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            i += ball_offset;
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        }
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        break;
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    case 90:
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        var x_origin = battle_box.bbox_left - 50;
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        var y_origin = battle_box.y;
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        var ball_dir = 0;
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        var i = ball_dir - ball_offset;
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        while (i <= (ball_dir + ball_offset))
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        {
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            var ball = instance_create_depth(x_origin + lengthdir_x(45, i), y_origin + lengthdir_y(45, i), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno);
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            ball.direction = i;
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            ball.alarm[0] = 30;
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            i += ball_offset;
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        }
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        break;
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    case 120:
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        var x_origin = battle_box.bbox_left - 25;
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        var y_origin = battle_box.bbox_bottom + 25;
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        var ball_dir = 45;
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        var i = ball_dir - ball_offset;
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        while (i <= (ball_dir + ball_offset))
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        {
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            var ball = instance_create_depth(x_origin + lengthdir_x(45, i), y_origin + lengthdir_y(45, i), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno);
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            ball.direction = i;
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            ball.alarm[0] = 30;
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            i += ball_offset;
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        }
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        break;
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    case 175:
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        var x_origin = battle_box.bbox_right + 50;
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        var y_origin = battle_box.y;
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        var ball_dir = 180;
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        var i = ball_dir - ball_offset;
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        while (i <= (ball_dir + ball_offset))
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        {
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            var ball = instance_create_depth(x_origin + lengthdir_x(45, i), y_origin + lengthdir_y(45, i), -100, obj_battle_enemy_attack_axis_energy_ball_boss_geno);
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            ball.direction = i;
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            ball.alarm[0] = 30;
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            i += ball_offset;
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        }
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        break;
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    case 250:
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        instance_destroy();
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        break;
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}
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attack_tick += 1;